Skip to content
← Selected Work·CASE-009·Public Case Study
CASE-009

Shipped Roblox Experience·Game UX/UI·Figma
scroll
Role
Game UX/UI Designer
Game
Brainrot Horrors
Platform
Roblox · PC / Mobile
Scope
HUD · Rewards · Stores · Progression · Collection
Tools
Figma
Year
2026
Status
Shipped
//

Executive summary

Designing a scalable interface across gameplay, progression, rewards and monetization.

I worked on the UX/UI of a shipped Roblox experience, designing player-facing flows from wireframes through final UI and production-ready assets. The interface system covered gameplay HUDs, rewards, stores, progression, player selection, tutorials and collection mechanics while maintaining a consistent visual language across the experience.

//

The UI Surface

12 screens
01HUD
02Room Rewards
03Defeat Screen
04Victory Screen
05Player Selection
06How To Play
07Premium Store
08Coins Store
09PowerUp Store
10Quest Store
11Weapon Store
12Card Album

One visual language across gameplay, progression, rewards and monetization.

//

My Role

Game UX/UI
  1. 01User flows
  2. 02Wireframes
  3. 03Final UI
  4. 04Design system & components
  5. 05Interaction states
  6. 06Production assets
  7. 07Figma handoff
//

Gameplay HUD

01In-game capture
02Combat
03Revive prompt
HUD iterations
04PC / Console
05Mobile · v1
06Mobile · v2
07Mobile · v3

Gameplay information had to remain readable without competing with the action. Room progress, run time and enemies left sit in fixed top slots; weapon, ammo and actions stay on the thumb side.

  • Currencies & resources
  • Player status
  • Weapon & ammo
  • Actions
  • Persistent gameplay feedback
//

Rewards that keep the loop moving

01Room Rewards · pick one of four, the fourth is locked to the VIP store
02Victory
03Defeat
04Defeat · run stats

Reward screens had to communicate value, rarity and next actions quickly while staying visually consistent with the game’s playful tone.

  • Rarity on every reward
  • Records before the CTA
  • Two clear exits: lobby or revive
//

One system, multiple store types

Premium Store
  1. 1Category tabs
  2. 2Selected state
  3. 3Pricing
  4. 4Rarity
  5. 5Obtained state
  6. 6Detail panel
  7. 7Purchase action
01Weapon Store · sets
02Weapon Store · item detail
03Coins Store
04PowerUp Store
05Quest Store

A shared component language allowed different store categories to scale without redesigning the interaction model from scratch.

  • Same card, any item type
  • Maxed out and obtained states
  • Dual currency pricing
//

Designing for collection, comparison and equipment

Card Album
  1. 1Filters
  2. 2Search
  3. 3Rarity
  4. 4Ownership count
  5. 5Locked state
  6. 6Equipped state
  7. 7Item detail
  8. 8Bonuses
  9. 9Equipment slots
Zoom-ins
01Rarity, ownership, selected and equipped
02Owned vs. locked
03Item detail
04Bonus, equip action and equipment slots

The collection system needed to support browsing, comparison and equipment without losing clarity as the number of cards and states increased.

//

One visual language. Multiple systems.

01Titles
02Rarity treatments
03Buttons · variants
04Buttons · default, hover, pressed, loading, inactive, success
05Tabs & navigation
06Currency & run containers
07Selected state & pricing
08Locked state
09Badges & stat tiles

Reusable components helped maintain consistency across gameplay, stores, rewards and progression while making iteration faster.

//

From structure to production-ready UI

  1. 01Wireframe
  2. 02Structure
  3. 03Final UI
  4. 04Production asset

The process moved from player flow and information hierarchy into wireframes, final visual design and implementation-ready assets.

What this project shows

Shipped Roblox UI built as a system, not a collection of isolated screens.

If my work fits your team or project, reaching out should take less than a minute.

Signal Contact

If my work fits your team or project, reaching out should take less than a minute.

Send a signal →
MORE CASES
04 / 09
CASE-002
D&D: Zombie Dragon Adventure
CASE-008
Star Wars: Roguelike One
CASE-009CURRENT
Roblox Game UI System
Roblox
CASE-003
The Walking Dead: Courtyard King
CASE-006
Zomvilles
Game UX/UI Designer · 2026

Roblox Game UI System

Roblox
04 / 09
open case →